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Diffstat (limited to 'Ryujinx.Graphics.Gpu/Image/SamplerPoolCache.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Image/SamplerPoolCache.cs30
1 files changed, 30 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/SamplerPoolCache.cs b/Ryujinx.Graphics.Gpu/Image/SamplerPoolCache.cs
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+++ b/Ryujinx.Graphics.Gpu/Image/SamplerPoolCache.cs
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+namespace Ryujinx.Graphics.Gpu.Image
+{
+ /// <summary>
+ /// Sampler pool cache.
+ /// This can keep multiple sampler pools, and return the current one as needed.
+ /// It is useful for applications that uses multiple sampler pools.
+ /// </summary>
+ class SamplerPoolCache : PoolCache<SamplerPool>
+ {
+ /// <summary>
+ /// Constructs a new instance of the texture pool.
+ /// </summary>
+ /// <param name="context">GPU context that the texture pool belongs to</param>
+ public SamplerPoolCache(GpuContext context) : base(context)
+ {
+ }
+
+ /// <summary>
+ /// Creates a new instance of the sampler pool.
+ /// </summary>
+ /// <param name="context">GPU context that the sampler pool belongs to</param>
+ /// <param name="channel">GPU channel that the texture pool belongs to</param>
+ /// <param name="address">Address of the sampler pool in guest memory</param>
+ /// <param name="maximumId">Maximum sampler ID of the sampler pool (equal to maximum samplers minus one)</param>
+ protected override SamplerPool CreatePool(GpuContext context, GpuChannel channel, ulong address, int maximumId)
+ {
+ return new SamplerPool(context, channel.MemoryManager.Physical, address, maximumId);
+ }
+ }
+} \ No newline at end of file